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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.70 by root, Mon May 22 02:23:10 2006 UTC vs.
Revision 1.196 by root, Wed Jul 5 02:16:49 2006 UTC

1http://www.vionline.com/sound.html 1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html 2http://www.stonewashed.net/2.html
3 3
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 5
612:17 <@schmorp> i do list all libs manually for pclient 612:17 <@schmorp> i do list all libs manually for pclient
712:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
10 10
11- IMPORTANT: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop 11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
12 (maybe also for floorbox) 12 => either using bg attribute, or something else. neither way is currently implementable, imho
13- IMPORTANT: quit-button, somewhere! 13 => or maybe using an extra icon for curses/magic items?)
14 * dialog, der warnt ein savebed aufzusuchen. 14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
15- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 15 show player weight/max weight in inventory
16- IMPORTANT: lose/regain mapping might clear messgae log 16 offer common options such as use_skill sense xxx etc. in inventory via menu?
17 (maybe this happens when its being updated when the window isn't mapped => no 17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
18 window context?) 18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes
19- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better. 19- the inventory needs separate scrollbars. unfortunately, that means
20- IMPORTANT:_ map feedback... e.g. when clicking on it 20 addign a manual scrollbar to the other panes (skills and spells :()
21- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 21- notebook should provide a visual feedback (support form button class?)
22- IMPORTANT: '.' in map should repeat last command 22- buttons should support hovering visually
23- important: center and improve dialogs (create cFClient::UI::Dialog) 23- experience change messages should include skill experience
24- IMPORTANT: user interface (window positions etc.) should be saved, but 24- skill page in playerbook
25 b) widget layout is nontrivial as to not obscure map 25- help window close button
26 c) need better way to center map then middle-button, maybe map overview 26- floorbox should show currently open container
27 (but updates will be slow UPDATE updates are not at all slow). 27- make simple inventory filters: most recently added/changed, normal, only unlocked
28- IMPORTANT: verify and correct connection-dependent texture management 28- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
29- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise 29- minor: skill list which shows XP and lets u bind stuff
30- IMPORTANT: message log slider goes too far down. 30- experience
31- IMPORTANT: focus mapwidget on login 31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32- IMPORTANT: font reconfigure works very badly. 32 (after starting, press quit)
33- client sometimes crashes on Mapmenu=>Toggle autopickup
34- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
33 35
34should be solved/investitaged before release: 36should be solved/investigated before 1.0 release:
37- NPC dialog box should have close button which finishes the dialog
38- mapmap (overview) - scroll visible area by clicking/dragging
39- binding window and editor layout broken for long recordings => use scroller
40- maybe open the help viewer on the first start, or a simple dialog that
41 initially lists keybidings for gcfclient converts.
42- maybe support mb4/mb5 on selected widgets to facilitate scrolling
43 (inventory, spell list, messge log...) => marc
44- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
45- but fullscreen => minimize (alt-esc) => no way to go back [windows]
46- spell list => scroll down => "Pickup" => scrollbar not updated
47- what happened to the dialog being shown when modifiers are pressed, showing
48 keybindings for this modifier?
49- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
50
51post-1.0:
52- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
53 (maybe sth. else causes the slowness, such as database?)
54- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
55- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
56 affect neighbouring visible pixels (border bleeding).
57- examine etc., should use extendeddrawinfo or sth. similar
58- player list from server for tell etc. commands
59- save only dirty cached maps, and save dirty maps != current map
60- look into extendedmapinfo
61- completer should know more about arguments, e.g. cast summon pet monster,
62 or that some commands do not take arguments ("drop all").
63- sliders do not change size after reconfigure.
64- enter runmode when cursor-key repeats (maybe not?)
35- cairo/win32 looks like shit (premultiplied alpha bug?) 65- cairo/win32 looks like shit (premultiplied alpha bug?)
36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 66 (despite horrendous efforts, this is likely not fixable except by building a custom
37 (after starting, pressing login with connection refused, then close window) 67 libcairo for win32).
38- flopper/menu imrpovement: 68 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
39 * things that are menus should act more like menus
40 * inmventory etc. should fade-in automatically when used
41- add menu itemds for inventory items: mark/inscribe etc.
42- remove wrap_mode hack from texture and make it a per-texture operation
43- enter runmode when cursor-key repeats
44- mapmap (overview) - scroll visible area by clicking/dragging
45- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
46- maybe move window managing functionality into toplevel
47- better window management (graphical feedback)
48
49low priority:
50- look into extendedmapinfo
51- save only dirty cached maps, and save dirty maps != current map
52- inventory update must be incremental (too slow) (really? check)
53- try to synchronize local animation speed with server updates to save on screen refreshes.
54- player list from server for tell etc. commands
55- examine etc., should use extendeddrawinfo or sth. similar
56- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 69- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
57- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
58- performance: use texture collections for upstream server data instead if gobs 70- performance: use texture collections for upstream server data instead if gobs
59 of small textures. 71 of small textures.
60- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
61 affect neighbouring visible pixels (border bleeding).
62- pango fontsize measure and decrease to achieve real pixel height
63 72
64TEMPORARY SERVER TODO: 73TEMPORARY SERVER TODO:
74- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
65- palyer peaceful setting should be independen of game peaceful setting 75- palyer peaceful setting should be independen of game peaceful setting
66 (i.e. one should be able to become hostile against guards but still 76 (i.e. one should be able to become hostile against guards but still
67 be peaceful - the palyer peaceful would be toggled by priests and shown 77 be peaceful - the palyer peaceful would be toggled by priests and shown
68 in who, the game peaceful steting would be toggled by the peaceful command 78 in who, the game peaceful steting would be toggled by the peaceful command
69 but not otherwise shown). 79 but not otherwise shown).
76 be an attack (mentioned before). You also get no exp for this 86 be an attack (mentioned before). You also get no exp for this
77- 10) (feature request): bug/typo/idea commands to automatically log 87- 10) (feature request): bug/typo/idea commands to automatically log
78 your comments, with the mentioning of the current map (and perhaps an 88 your comments, with the mentioning of the current map (and perhaps an
79 item, if you do 'bug <item>'). 89 item, if you do 'bug <item>').
80 90
91
92 #TODO#d# display texture cache
93 {
94 glEnable GL_TEXTURE_2D;
95 glBindTexture GL_TEXTURE_2D, 41;
96 glColor 1, 1, 1, 1;
97 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
98 glEnable GL_BLEND;
99 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
100 glBegin GL_QUADS;
101 glTexCoord 0,1; glVertex 0,0;
102 glTexCoord 1,1; glVertex 255,0;
103 glTexCoord 1,0; glVertex 255,255;
104 glTexCoord 0,0; glVertex 0,255;
105 glEnd;
106 glDisable GL_BLEND;
107 glDisable GL_TEXTURE_2D;
108 }
109
81set_face 4783 => 70 110set_face 4783 => 70
82libpng warning: Ignoring gAMA chunk with gamma=0 111libpng warning: Ignoring gAMA chunk with gamma=0
83allocating id 71 112allocating id 71
84OK 113OK
85set_face 4782 => 71 114set_face 4782 => 71
91allocating id 73 120allocating id 73
92OK 121OK
93set_face 4784 => 73 122set_face 4784 => 73
94libpng warning: Ignoring gAMA chunk with gamma=0 123libpng warning: Ignoring gAMA chunk with gamma=0
95 124
125 To achieve a more complete blending, you can have your drawing engine rasterize each transparent object more than once, altering in each pass the blending mode, object alpha channel, and buffer write masks. The first pass should perform RGB blending. Accordingly, you should disable writing any alpha channel or z buffer data during this pass.
126 /*first pass*/
127 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
128 glDepthMask(FALSE); /*disable Z buffer*/
129 if (premultpliedTransparency)
130 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
131 else
132 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
133 /*render the object here*/
134
135 On the second pass, you should set the frame buffer alpha channel value to (1- a s )(1- a d ). To do this, you need to render the object again, with a different alpha value, as follows:
136 /*second pass*/
137 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
138 glDepthMask(FALSE); /*disable Z buffer*/
139 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
140 /*render the object with alpha replaced with 1-a*/
141
142 Finally, the third pass should replace the value in the alpha channel with the final value 1-((1- a s )(1- a d )). To do this, you need to render the object again, with its alpha value set to 1, as follows:
143 /*third pass*/
144 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
145 glDepthMask(TRUE); /*enable Z buffer*/
146 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
147 /*render the object with alpha replaced with 1*/
148
149

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